Re: [PATCH 2/4] wined3d: Implement vertex blending in glsl_vertex_pipe.
2 Jul
2015
2 Jul
'15
11:50 a.m.
On 2 July 2015 at 08:26, Józef Kucia <joseph.kucia(a)gmail.com> wrote:
@@ -3071,7 +3075,7 @@ static inline BOOL shader_constant_is_local(const struct wined3d_shader *shader,
void get_identity_matrix(struct wined3d_matrix *mat) DECLSPEC_HIDDEN; void get_modelview_matrix(const struct wined3d_context *context, const struct wined3d_state *state, - struct wined3d_matrix *mat) DECLSPEC_HIDDEN; + int i, struct wined3d_matrix *mat) DECLSPEC_HIDDEN; I think we'll want the index to be unsigned. (Also applies to shader_glsl_ffp_vertex_normalmatrix_uniform() in patch 112562) Looks pretty good otherwise.
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Henri Verbeet